rnd-20140114-1-src
[rocksndiamonds.git] / src / events.c
index d1880faee1297faa523d874dd3fda6c4b9ed28f4..88fc321444e1a3dac81b763688b9079e3af516b6 100644 (file)
@@ -162,24 +162,39 @@ void EventLoop(void)
            break;
 
 #if defined(TARGET_SDL2)
+         case SDL_WINDOWEVENT:
+           HandleWindowEvent((WindowEvent *) &event);
+           break;
+
          case EVENT_FINGERPRESS:
          case EVENT_FINGERRELEASE:
          case EVENT_FINGERMOTION:
            HandleFingerEvent((FingerEvent *) &event);
            break;
+
+         case EVENT_TEXTINPUT:
+           HandleTextEvent((TextEvent *) &event);
+           break;
 #endif
 
          case EVENT_KEYPRESS:
          case EVENT_KEYRELEASE:
            HandleKeyEvent((KeyEvent *) &event);
            break;
-  
+
          default:
            HandleOtherEvents(&event);
            break;
        }
       }
     }
+
+    // !!! CHECK THIS:
+    // !!! this may result in "HandleNoEvent()" never being called
+    // !!! (especially due to continuously processed tocuh events)
+    // !!! and therefore toon animations being stopped while events
+    // !!! are being processed (even if they are all thrown away)
+
     else
     {
       /* when playing, display a special mouse pointer inside the playfield */
@@ -358,8 +373,10 @@ void HandleExposeEvent(ExposeEvent *event)
 void HandleButtonEvent(ButtonEvent *event)
 {
 #if DEBUG_EVENTS
-  printf("::: BUTTON EVENT: button %d %s\n", event->button,
-        event->type == EVENT_BUTTONPRESS ? "pressed" : "released");
+  Error(ERR_DEBUG, "BUTTON EVENT: button %d %s, x/y %d/%d\n",
+       event->button,
+       event->type == EVENT_BUTTONPRESS ? "pressed" : "released",
+       event->x, event->y);
 #endif
 
   motion_status = FALSE;
@@ -382,31 +399,149 @@ void HandleMotionEvent(MotionEvent *event)
 
   motion_status = TRUE;
 
+#if DEBUG_EVENTS
+  Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n",
+       button_status, event->x, event->y);
+#endif
+
   HandleButton(event->x, event->y, button_status, button_status);
 }
 
 #if defined(TARGET_SDL2)
+void HandleWindowEvent(WindowEvent *event)
+{
+#if DEBUG_EVENTS
+  int subtype = event->event;
+
+  char *event_name =
+    (subtype == SDL_WINDOWEVENT_SHOWN ? "SDL_WINDOWEVENT_SHOWN" :
+     subtype == SDL_WINDOWEVENT_HIDDEN ? "SDL_WINDOWEVENT_HIDDEN" :
+     subtype == SDL_WINDOWEVENT_EXPOSED ? "SDL_WINDOWEVENT_EXPOSED" :
+     subtype == SDL_WINDOWEVENT_MOVED ? "SDL_WINDOWEVENT_MOVED" :
+     subtype == SDL_WINDOWEVENT_SIZE_CHANGED ? "SDL_WINDOWEVENT_SIZE_CHANGED" :
+     subtype == SDL_WINDOWEVENT_RESIZED ? "SDL_WINDOWEVENT_RESIZED" :
+     subtype == SDL_WINDOWEVENT_MINIMIZED ? "SDL_WINDOWEVENT_MINIMIZED" :
+     subtype == SDL_WINDOWEVENT_MAXIMIZED ? "SDL_WINDOWEVENT_MAXIMIZED" :
+     subtype == SDL_WINDOWEVENT_RESTORED ? "SDL_WINDOWEVENT_RESTORED" :
+     subtype == SDL_WINDOWEVENT_ENTER ? "SDL_WINDOWEVENT_ENTER" :
+     subtype == SDL_WINDOWEVENT_LEAVE ? "SDL_WINDOWEVENT_LEAVE" :
+     subtype == SDL_WINDOWEVENT_FOCUS_GAINED ? "SDL_WINDOWEVENT_FOCUS_GAINED" :
+     subtype == SDL_WINDOWEVENT_FOCUS_LOST ? "SDL_WINDOWEVENT_FOCUS_LOST" :
+     subtype == SDL_WINDOWEVENT_CLOSE ? "SDL_WINDOWEVENT_CLOSE" :
+     "(UNKNOWN)");
+
+  Error(ERR_DEBUG, "WINDOW EVENT: '%s', %ld, %ld",
+       event_name, event->data1, event->data2);
+#endif
+
+  if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
+      event->event == SDL_WINDOWEVENT_RESIZED ||
+      event->event == SDL_WINDOWEVENT_EXPOSED)
+    SDLRedrawWindow();
+
+#if 0
+  if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED)
+  {
+    // if game started in fullscreen mode, window will also get fullscreen size
+    if (!video.fullscreen_enabled && video.fullscreen_initial)
+    {
+      SDLSetWindowScaling(setup.window_scaling_percent);
+
+      // only do this correction once
+      video.fullscreen_initial = FALSE;
+    }
+  }
+#endif
+
+  if (event->event == SDL_WINDOWEVENT_RESIZED && !video.fullscreen_enabled)
+  {
+#if 1
+    int new_window_width  = event->data1;
+    int new_window_height = event->data2;
+
+    printf("::: RESIZED from %d, %d to %d, %d\n",
+          video.window_width, video.window_height,
+          new_window_width, new_window_height);
+
+    // if window size has changed after resizing, calculate new scaling factor
+    if (new_window_width  != video.window_width ||
+       new_window_height != video.window_height)
+    {
+      int new_xpercent = (100 * new_window_width  / video.width);
+      int new_ypercent = (100 * new_window_height / video.height);
+
+      setup.window_scaling_percent = video.window_scaling_percent =
+       MIN(MAX(MIN_WINDOW_SCALING_PERCENT, MIN(new_xpercent, new_ypercent)),
+           MAX_WINDOW_SCALING_PERCENT);
+
+      video.window_width  = new_window_width;
+      video.window_height = new_window_height;
+
+      printf("::: setup.window_scaling_percent set to %d\n",
+            setup.window_scaling_percent);
+
+      if (game_status == GAME_MODE_SETUP)
+       RedrawSetupScreenAfterFullscreenToggle();
+    }
+#else
+    // prevent slightly wrong scaling factor due to rounding differences
+    float scaling_factor = (float)setup.window_scaling_percent / 100;
+    int old_xsize = (int)(scaling_factor * video.width);
+    int old_ysize = (int)(scaling_factor * video.height);
+    int new_xsize = event->data1;
+    int new_ysize = event->data2;
+
+    // window size is unchanged when going from fullscreen to window mode,
+    // but reverse calculation of scaling factor might result in a scaling
+    // factor that is slightly different due to rounding differences;
+    // therefore compare old/new window size and not old/new scaling factor
+    if (old_xsize != new_xsize ||
+       old_ysize != new_ysize)
+    {
+      int new_xpercent = (100 * new_xsize / video.width);
+      int new_ypercent = (100 * new_ysize / video.height);
+
+      setup.window_scaling_percent = MIN(new_xpercent, new_ypercent);
+
+      if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT)
+       setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT;
+      else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT)
+       setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT;
+
+      printf("::: setup.window_scaling_percent set to %d\n",
+            setup.window_scaling_percent);
+    }
+#endif
+  }
+}
+
 void HandleFingerEvent(FingerEvent *event)
 {
+#if 0
   static int num_events = 0;
   int max_events = 10;
+#endif
 
-  // #if DEBUG_EVENTS
+#if 0
+#if DEBUG_EVENTS
   Error(ERR_DEBUG, "FINGER EVENT: finger was %s, touch ID %lld, finger ID %lld, x/y %f/%f, dx/dy %f/%f, pressure %f",
-       (event->type == EVENT_FINGERPRESS ? "pressed" :
-        event->type == EVENT_FINGERRELEASE ? "released" : "moved"),
+       event->type == EVENT_FINGERPRESS ? "pressed" :
+       event->type == EVENT_FINGERRELEASE ? "released" : "moved",
        event->touchId,
        event->fingerId,
        event->x, event->y,
        event->dx, event->dy,
        event->pressure);
-  // #endif
+#endif
+#endif
 
+#if 0
   int x = (int)(event->x * video.width);
   int y = (int)(event->y * video.height);
   int button = MB_LEFTBUTTON;
 
   Error(ERR_DEBUG, "=> screen x/y %d/%d", x, y);
+#endif
 
 #if 0
   if (++num_events >= max_events)
@@ -414,24 +549,39 @@ void HandleFingerEvent(FingerEvent *event)
 #endif
 
 #if 1
-  if (event->type == EVENT_FINGERPRESS)
+#if 0
+  if (event->type == EVENT_FINGERPRESS ||
+      event->type == EVENT_FINGERMOTION)
     button_status = button;
   else
     button_status = MB_RELEASED;
 
   int max_x = SX + SXSIZE;
   int max_y = SY + SYSIZE;
+#endif
 
+#if 1
+  if (game_status == GAME_MODE_PLAYING)
+#else
   if (game_status == GAME_MODE_PLAYING &&
       x < max_x)
+#endif
   {
     int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
                      KEY_PRESSED);
+#if 1
+    Key key = (event->y < 1.0 / 3.0 ? setup.input[0].key.up :
+              event->y > 2.0 / 3.0 ? setup.input[0].key.down :
+              event->x < 1.0 / 3.0 ? setup.input[0].key.left :
+              event->x > 2.0 / 3.0 ? setup.input[0].key.right :
+              setup.input[0].key.drop);
+#else
     Key key = (y <     max_y / 3 ? setup.input[0].key.up :
               y > 2 * max_y / 3 ? setup.input[0].key.down :
               x <     max_x / 3 ? setup.input[0].key.left :
               x > 2 * max_x / 3 ? setup.input[0].key.right :
               setup.input[0].key.drop);
+#endif
 
     Error(ERR_DEBUG, "=> key == %d, key_status == %d", key, key_status);
 
@@ -439,26 +589,98 @@ void HandleFingerEvent(FingerEvent *event)
   }
   else
   {
+#if 0
+    Error(ERR_DEBUG, "::: button_status == %d, button == %d\n",
+         button_status, button);
+
     HandleButton(x, y, button_status, button);
+#endif
   }
 #endif
 }
+
+static boolean checkTextInputKeyModState()
+{
+  // when playing, only handle raw key events and ignore text input
+  if (game_status == GAME_MODE_PLAYING)
+    return FALSE;
+
+  return ((GetKeyModState() & KMOD_TextInput) != KMOD_None);
+}
+
+void HandleTextEvent(TextEvent *event)
+{
+  char *text = event->text;
+  Key key = getKeyFromKeyName(text);
+
+#if DEBUG_EVENTS
+  Error(ERR_DEBUG, "TEXT EVENT: text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]",
+       text,
+       strlen(text),
+       text[0], (int)(text[0]),
+       key,
+       getKeyNameFromKey(key),
+       GetKeyModState());
+#endif
+
+  // if (game_status != GAME_MODE_PLAYING && GetKeyModState() != KMOD_None)
+  /*
+  if (game_status != GAME_MODE_PLAYING &&
+      (GetKeyModState() & KMOD_TextInput) != KMOD_None)
+  */
+  if (checkTextInputKeyModState())
+  {
+    HandleKey(key, KEY_PRESSED);
+    HandleKey(key, KEY_RELEASED);
+  }
+}
 #endif
 
 void HandleKeyEvent(KeyEvent *event)
 {
-  int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
+  int key_status = (event->type == EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
   boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE);
   Key key = GetEventKey(event, with_modifiers);
   Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
 
 #if DEBUG_EVENTS
-  printf("::: KEY EVENT: %d %s\n", GetEventKey(event, TRUE),
-        event->type == EVENT_KEYPRESS ? "pressed" : "released");
+  Error(ERR_DEBUG, "KEY EVENT: key was %s, keysym.scancode == %d, keysym.sym == %d, keymod = %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)",
+       event->type == EVENT_KEYPRESS ? "pressed" : "released",
+       event->keysym.scancode,
+       event->keysym.sym,
+       keymod,
+       GetKeyModState(),
+       key,
+       getKeyNameFromKey(key));
+#endif
+
+#if 0
+  if (key == KSYM_Menu)
+    Error(ERR_DEBUG, "menu key pressed");
+  else if (key == KSYM_Back)
+    Error(ERR_DEBUG, "back key pressed");
+#endif
+
+#if defined(PLATFORM_ANDROID)
+  // always map the "back" button to the "escape" key on Android devices
+  if (key == KSYM_Back)
+    key = KSYM_Escape;
 #endif
 
   HandleKeyModState(keymod, key_status);
+
+#if defined(TARGET_SDL2)
+
+  // if (game_status == GAME_MODE_PLAYING || GetKeyModState() == KMOD_None)
+  /*
+  if (game_status == GAME_MODE_PLAYING ||
+      (GetKeyModState() & KMOD_TextInput) == KMOD_None)
+  */
+  if (!checkTextInputKeyModState())
+    HandleKey(key, key_status);
+#else
   HandleKey(key, key_status);
+#endif
 }
 
 void HandleFocusEvent(FocusChangeEvent *event)
@@ -541,6 +763,10 @@ void HandleButton(int mx, int my, int button, int button_nr)
   if (IS_WHEEL_BUTTON(button_nr))
     return;
 
+#if 0
+  Error(ERR_DEBUG, "::: game_status == %d", game_status);
+#endif
+
   switch (game_status)
   {
     case GAME_MODE_TITLE:
@@ -626,7 +852,7 @@ static void HandleKeysSpecial(Key key)
   cheat_input[cheat_input_len] = '\0';
 
 #if DEBUG_EVENTS
-  printf("::: '%s' [%d]\n", cheat_input, cheat_input_len);
+  Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len);
 #endif
 
   if (game_status == GAME_MODE_MAIN)
@@ -883,6 +1109,33 @@ void HandleKey(Key key, int key_status)
   {
     setup.fullscreen = !setup.fullscreen;
 
+#if 0
+    printf("::: %d\n", setup.window_scaling_percent);
+#endif
+
+    ToggleFullscreenIfNeeded();
+
+    if (game_status == GAME_MODE_SETUP)
+      RedrawSetupScreenAfterFullscreenToggle();
+
+    return;
+  }
+
+  if ((key == KSYM_minus || key == KSYM_plus || key == KSYM_0) &&
+      (GetKeyModState() & KMOD_Control) && video.window_scaling_available &&
+      !video.fullscreen_enabled)
+  {
+    if (key == KSYM_0)
+      setup.window_scaling_percent = STD_WINDOW_SCALING_PERCENT;
+    else
+      setup.window_scaling_percent +=
+       (key == KSYM_minus ? -1 : +1) * STEP_WINDOW_SCALING_PERCENT;
+
+    if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT)
+      setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT;
+    else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT)
+      setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT;
+
     ToggleFullscreenIfNeeded();
 
     if (game_status == GAME_MODE_SETUP)